商隊 PvP

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Alpha-1商隊 PvP[1]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[2]Steven Sharif

商隊週邊會形成一個開放式 PvP 區域,區域內的玩家會被標記成戰鬥員 (紫色)[3]

  • 在決定進攻或防守商隊前,玩家將無法確切看到商隊運輸中的貨物。但會有視覺提示顯示車上的貨物,例如金、銀或鐵。[2]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[4][5][6]
    • 距離商隊多遠視窗才會出現,將取決於玩家先前作為攻擊方或防守方的表現。[4]
  • 要成功擊毀一個商隊,將需要一個隊伍。[7][8]
  • 在商隊擁有人登出或與伺服器連接中斷 5 至 10 分鐘後,商隊才會消失。[9]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[4]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[10]

  • 大部分誘因都是社交性的,而且是由玩家之間非正式協議而成。[10]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[10]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[10]Jeffrey Bard

Caravan PvP incentives and risks

There will be incentives and risks for both caravan attackers and defenders.[11][12] These will be tested and refined during the alpha and beta testing phases.[10]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[11]Steven Sharif
  • PvP 賽季 reward performance in the caravan system over the course of the season.[14][15]
  • Other incentives and risks are social and are created (informally) between players.[11][10]

Highwayman system

A highwayman system tracks a player's performance in caravan PvP.[13][11][12][10]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[10]Steven Sharif
Q: Talk to me a little bit about the intended interaction of hunting caravans. What does mean? Can you progress in that? Can you identify these caravans from a distance? Is it intended to be diegetic or is it aided with mini-map?
A: Hunting a caravan is tending to be a lot more diegetic: You plant spies in other guilds, you build your information network in the world of Verra through whatever means you can. Now, there is progression paths involved with attacking and defending a caravan that can aid you in doing so, either with better equipment for it, faster ways to open crates, more yield from crates, and if you're a defender better components for your caravans, stuff like that.[18]John Collins

摧毀商隊

商隊摧毀時 (變成殘骸),將掉落一部分運輸中的貨物[7][19][20] 其餘貨物將會消失。[21]

  • 任何人都可以撿拾商隊殘骸。[21]
  • 摧毀時將有機會掉落商隊組件。掉落高級組件時,商隊擁有人或其他玩家將可以回收組件。[22]
  • 玩家可利用掉落的重型貨物證書,在商隊的起行節點贖回部分貨物。[23][20]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[20]Steven Sharif

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